The FUdpSocketReceiver which inherits from FRunnable
uses up too much memory, although I’m not really using the plugin and the game is currently being stopped.
I checked whether I activated that Plugin and it was activated. Not sure when though, as I’m still new to unreal. Maybe it’s activated by default. Dunno…
The high cpu usage mostly happens after 3 times or so the Game has been started up (Simulate/Play-Button) and stopped again.
The Game also was stopped when I tracked the memory, as you can see from the images
and
.
The CPU uses up most time at Socket->Wait(SocketWaitCondition, WaitTime);
I found out that FUdpSocketReceiver::Run() is getting called several times
with the Name: “UdpMessageUnicastReceiver” taking up most of the CPU time. This Method calls the FUdpSocketReceiver::Run.
Also some CPU time (but lesser than from the receiver one) gets used by UdpScoketSender::Run.
I can’t remember having setup anything for the Udp Messaging Plugin. So this is weird it’s showing this behaviour…
Solution which worked for me now is:
- Disabling the Plugin for Udp
Messaging
During startup of the Editor the output of everything Udp-related just says:
LogPluginManager: Mounting plugin
UdpMessagingLogModuleManager: Display: Found
up-to-date module file
…/…/…/Engine/Plugins/Messaging/UdpMessaging/Binaries/Win64/UE4Editor-UdpMessaging.dll
(API version 0).‘UE4Editor.exe’ (Win32): Loaded
‘F:\UnrealEngine\Engine\Plugins\Messaging\UdpMessaging\Binaries\Win64\UE4Editor-UdpMessaging.dll’.
Symbols loaded.
[2018.06.07-14.48.43:431][
0]LogUdpMessaging: Initializing bridge
on interface 0.0.0.0:0 to multicast
group 230.0.0.1:6666.